My quit moment
My feedback on the current state of AE (0.1e i think):
Keep in mind i played a melee build. QUIT moment: I really enjoyed the campaign and the challenge it presented (with one major exception, see below). I dig the lore reason/setup for the endgame "base" and the implications for future content releases. I fired up a map (a short explanation of what to do would be nice). I ran for about 40 sec and got the expected random range oneshot i came to expect (from the campaign because i'm playing a melee build). I revieved in town. And i quit. Why? Because WHAT. THE. .... The portals are gone. ALT+F4 Why is that bad? - if i wanted to play like this i would play hardcore - all builds beside immortal damage sponges or exploitative screen-clearers are disabled by default - no chance to learn from your mistakes (more on that later) CHANCE THIS ASAP! Major problems: - Dodge role: Finally this is a action rpg! But: this needs more iterations. It too often sticks to some small clutter in the map or gets wildly flailed around by some big mob - Resistances I: Especially in the beginning of a campaign there are to many 'exotic' damage types, namely poison. There is SO MUCH POISON. And no chance to get a meaningful resistance build up at this point. - Resistances II: Please for the love of god remove the old relic of reducing Resistances every 5 steps. Just balance the resistance gains around a static baseline. PLEASE! It is never fun to see progress reversed. Same was and will ever be true for XP loss on death. These are bad designs! - Melee: Where to beginn? melee is *** again. You are punished for beeing near mobs. Punishing SLOW-moving mobs are good. You are punished for beeing away from mobs. There are too many range attackers pelting you with too many projectiles. This is bad. There are too many aoe puddles staying too long on the ground. - Choas trial: (quest version act II) Needs major balance overhaul. 'Kill all' 'Get cores' and 'escort' are'nt too bad. 'Survive' is overtuned. Too many mobs stun-locking a melee build if you choose to fight. The modifiers are (especially for quest version) way to punishing/ damaging. The bosses are too punishing for melee. The lightning bird is straight up impossible without movement speed <20% because of the tornado and even the small ones shred a life-and-armour-stacking build in one (1) second. The Manticor has 4 different types of no-go-zones around it. The map version earlier was a fun encounter. This is not. - Sekhema trial: To many aoe/fork/split attacks. I really disliked this content in poe1. But it was avoidable there. Here it is not and it's (once again) explicitly anti-melee. - Auto-targeting: (especially melee, go figure) Played a monk and every instance of the bell used against large bosses (like 'titan' or 'bone construct') is either misplaced (probably because autotarget sought the boundary of some hitbox) or targeted at a arm moving constantly and not at cursor. - Player unable to learn from mistakes: There is still no indicator of whats killing you. Please add a death recap already. I want to know what i am missing. Was it a DoT? Crit? missing or reduced resistance? Please include a status recap too. One can not improve if the mistake is not known. Minor problems: - maps to narrow OR too many mobs clutter maps: in maps like 'fungal cave' there are too many mobs cluttering and blocking available space even in act I. (I don't know how active shield blocking is suppose to function with this many mobs. You're swarmed and take constant stream of hits and can't attack. What's the point?) - gem cutting interface: it feels like an early PS2-console interface (thinnk TES Oblivion). It is not intuitive. - crafting benches: there is an (in-game) explanation needed for the process the benches provide. Zuletzt angestoßen am 19.12.2024, 04:10:06
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